Mary+Ann+Nazzaro+-+Google+Wave+Simulation

Mary Ann Nazzaro mnazzaro@bellsouth.net Kimberly B. Rotter kimberly.rotter@yahoo.com || ||
 * || =Surfing the Google Wave=

Overview
A communication and collaboration tool like you have never seen before which is more fun than just plain old vanilla email! This simulation cuts to the chase and shows you the highlights of the product and how much fun you can have surfing a Google wave.

Instructional Objective
Learners will learn to split emails and respond to just exactly a line in the message. Learners will learn how to upload videos and pictures to share with friends and family. Learners will learn how to start a wave and participate in a wave. Learners will learn how to add gadgets to a wave. Finally, learners will learn to identify the different components of a wave.

Learners
Anyone who uses the internet to share conversations, videos, pictures and mail.

Context of Use
This simulation can be played anytime, anywhere there is an internet connection. There is audio attached to the simulation so speakers or a headphones are required.

Scope
The simulation is under 10 minutes long and will include instructions on several topics and a short interactive practice session.

Object of the Simulation
After viewing the simulation, learners will be motivated to sign up for their own Google Wave account. The learner will also have a higher comfort level with the different features found in the software.

Competing Products
There are many other free products that offer some of the same features as Google Wave, such as [|Wimba], [|DimDim], [|WikiSpaces]and [|Google Mail] but none of them offer the same number, type, or quality of collaboration tool features. Other for-purchase products that allow real time collaboration include [|Adobe Acrobat Connect Pro], but it is expensive and it still does not offer the same key features.

Design Details
//Universal Elements// Describe and provide illustrations of the overall look and feel of the game. What style of graphics and sounds will be used? Cartoonish? Photorealistic? Wacky? Business-like? Colorful? Muted? //Specific Elements// The specifics from this point on will vary depending on the format of game that you're using. For simulations, provide: //Technical Elements// Describe the:
 * a description of all user-manipulable variables in the game
 * a description of all output variables displayed
 * a description of the initial or default state of all variables
 * sample screens showing a sequence of situation, learner input, and result
 * sample screens showing introductory material, high score pages, etc.
 * a description of the mathematical and logical relationships that link the input variables and output variables (i.e., the underlying model of the simulation).
 * specific software needed to author the game
 * platform(s) the game would be developed for
 * file formats of graphics and sounds
 * method to accommodate multiple platforms (if that's being done)
 * data structures for any files used to save the game state

Motivational Issues
Describe how the game engages the learner. How does it make use of curiosity, challenge, control, fantasy, competition, cooperation, etc.? (No one game will do all of these things, so focus on the particular strengths of this particular game.) Make specific reference to the theoretical readings associated with this course.

The simulation will engage the learner by appearing to guide the learner through the actual software experience.

Design Process
Describe the process you went through in putting the game together. What were your first thoughts? How did you enhance your ideas? What ideas did you consider and reject (and why?). How did you gather background information? What did you do to see if there are similar games out there? What did you do to get feedback on the idea? How did you flesh out the game to the point of having a playable prototype? How did you gather feedback from that? What lessons did you learn from this that you'll carry to your next game design project?